D&D 5E And now for something completely useless...

IMC we use medicine checks to help during short rests. You can use medicine on somebody with a DC of 10, or two people with DC15 during the short rest. Their hit dice expended during the rest are rolled with advantage.
 

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My quick thoughts on the topic: I like the idea of combining the medicine proficiency with a healing kit to provide added benefit (stabilization using both raises a creature from 0 to 1 seems fair). The skill could also automatically give the character a free healing kit to as a practical starting incentive. I think you should be able to use the skill in any village/town to earn revenue or traded goods (and/or goodwill from the locals), particularly places where means of magical healing means are absent or expensive/difficult. It could be used in similar fashion in an adventuring setting to earn favorable disposition from any NPC in need of treatment. Making a check could determine efficacy of treatment given. Last, it could be a good way for a certain characters with healing capabilities integral to their character's personality to earn an Inspiration point.
 

My houserules:

On a short rest you may make a medicine skill check on an ally who uses their hit-dice. If successful they may re-roll one hit-die of their choice.
DC15 medicine check (DC10 if using a healer's kit charge)

Healer's kit does not automatically stabilize a creature, it allows you to make a DC10 medicine check (you can attempt to stabilize without a healer's kit, but you take disadvantage).

A natural 20 on a medicine check to stabilize causes the target to regain 1hp.

Also I divided the weight and cost of the healer's kit by 10 so the players can buy them by the charge rather than in sets of 10.
 

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